Indian units request

Plotinus, yes, I would like to add those animations to the library for other Poser artists, but I would really like to make my own animations for this guy; that's the way I am. I feel as if it's not my work if I use someone else's animations, (not that they're bad, your's are spectacular!).

That's fine, I entirely understand!

I'm glad you found my unit design useful! I didn't even know what a dhoti was, I just tried to make it exactly like the concept art!

Funnily enough I'm not even sure if that unit is wearing a dhoti at all in the concept sketch; at any rate the purple thing isn't part of his dhoti, but some sort of thing hanging in front of it like a sporran. So really it's coincidence that the same arrangement but with different colours works as a dhoti.

I have to say I think your models are always fantastic - you're brilliant at copying concept art by using the props we have in an imaginative way - I'm always really impressed!
 
What i'd really like to see is those golden guys made into units.
Me too since, I can use them for India, Thailand, Cambodia, Malyasia and Indonesia. So I really hope someone can make them..... Utah.....:rolleyes:
 
So I really hope someone can make them..... Utah.....:rolleyes:

For now, no. I have too much else on my plate at the moment, and I'm getting ready to head out away from home for the summer.

They are cool requests though. I like the style of the drawings quite a bit. I think my favorite is the warrior guy at the bottom with the wild hair and big bead necklace. :)
 
I fear that, in case of winning, you might have to do something similar, a chariot will be extremly difficult to pull off. We haven`t had any in years, and I think that all the ones we have were made by BeBro or whoever, and converted by Steph. You might have a better chance asking aaglo, he made quite a few chariots.

Tho they are pulled by huge lizards, skeleton horses, monsters and boars, but hey.. a chariot is a chariot. And he also made a horsy riding unit, so mebbe he could combine something..
 
That depends on the file format. If the file is in a particular format that Steph's programs can't read, then Steph can't convert them. 3d figures and 2d sprites are different.
Ah, the complexities of the innards of computers, of which I know nothing at all. :( Here I thought if one guy could do the conversion, another guy could too! :blush:
 
I have to say I think your models are always fantastic - you're brilliant at copying concept art by using the props we have in an imaginative way - I'm always really impressed!

Why, thank you. Modeling is the fun part. Animating is the hard part. Rendering is the screaming part. Redoing what you did wrong is the suicide inducing part, ;).
 
I like unit makers that give lotsa previews like Quinzy, so we can pester them before they are "officialy" done, I think that results in a higher quality unit :)

BTW - whats so terrible about that rendering? I mean do you have to do anything? Check something every few minutes or whatnot? I always thought the `puter does it by itself, it just takes time. In that case, start rendering, go to school, read a book, go outside, do something else beside waiting in front of the screen and muttering : C`mon, c`mon...
 
Yeah, but if you're like me, then you forget you're rendering and end up doing something else, and then rendering an amimation takes the whole day...
 
If only it were that easy. You have to rotate the figure every other minute to get all the different directions... change the folders... along with millions of other things that are monotonous but still require user attention. (or so I recall... been a while since I've been through the process myself :mischief:)
 
If only it were that easy. You have to rotate the figure every other minute to get all the different directions... change the folders... along with millions of other things that are monotonous but still require user attention. (or so I recall... been a while since I've been through the process myself :mischief:)

Exactly. Each animation is eight different renders, one for each direction (and each one consisting of 15ish frames, depending on what it is). So for these Worker units that I'm doing, there are twelve animations. That means that I have to tell the computer to do 96 different renders per unit. Each one takes - I don't know - a few minutes, depending on the model. And then you have to set up and begin the next one. So you can't just leave the thing to get on with it. I wish you could!

Oh, and that of course assumes that you got everything just right before the render - often you find you overlooked something or it looks wrong from some angle or something and you have to do it again. I've got several entire animations (ie, eight renders' worth) with the current project that have been completely re-rendered more than once. This often happens, at least if you combine a certain amount of sloppiness with pathological perfectionism, as I do, a most unhappy combination.

[EDIT] By the way, as I said somewhere, it shouldn't be too hard to turn utahjazz7's wagon prop into a chariot. You'd need to remove the superstructure and replace it with something different, and probably fiddle with the dimensions a lot, but it would probably work fairly well. The hardest part would be animating the horses. A chariot like the one portrayed in the OP would be a bit tricky because of the odd shape of the superstructure, but if you had good enough textures it ought to be possible to put together something not too unlike it mainly out of primitives.
 
Exactly. Each animation is eight different renders, one for each direction (and each one consisting of 15ish frames, depending on what it is). So for these Worker units that I'm doing, there are twelve animations. That means that I have to tell the computer to do 96 different renders per unit. Each one takes - I don't know - a few minutes, depending on the model. And then you have to set up and begin the next one. So you can't just leave the thing to get on with it. I wish you could!
I don't do mine that way actually; I make one long animation comprising all the different movements and keep a record of what does what - so, far example, in my Highland Spearman it's like this:
frames 1-15 = default
frames 16-25 = fortify
frames 26-40 = attack
frames 41-55 = victory
frames 55-70 = death
frames 71-85 = run
frames 86-93 = walk (for Steph's SSS)
I then render the whole lot together as one animation and chop it up from the storyboard. It still needs 8 renders, but it's better than 56 smaller ones (or 96 in Plotinus' case).
 
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